∝ Bestiary
Baby Crocodiles: Magma Crocodile spawn. There are many, and though they lack the heat of their mother, they do bite. Contact a moderator if you wish to encounter the Babies.
Bees: Are in the beehives. They’re bees. Disturb them, and they will sting you. Players may control the bees.
Carrier Pigeons: Usually live in the dovecote at the top of the library tower. They can be seen flying to and fro, carrying messages, though to whom is never clear. They will usually avoid people and take flight if approached, but if you can catch one, then they make excellent couriers. Players may control the pigeons or contact a moderator to play them for you.
Chickens: Can be found in a coop in the kitchen garden. They’re plump and each clothed in a brightly-colored, carefully-knitted sweater-vest. They’re placid unless provoked, at which point they will flap and squawk and flutter. But they always have fresh eggs! Players may control the chickens.
Cows: There are only two at any given time. If one is killed and eaten, a new one will appear in the stables a day later. Nobody is quite sure how. They can usually be found wandering the outer bailey and are all named Bessie. Players may control the cattle.
Crows: Since early October 2011, a vicious murder of crows has taken up residence in the Keep. There are more than fifteen but less than thirty of the birds and they are ordinary by all appearances, at least at first. However they fly, fight, forage and generally function as a single, highly coordinated unit, as though trained and in constant communication with one another. They will attack anything and anyone who gets to close, descending in flights of no less than five. They will steal food scraps at any opportunity, and are routinely observed harassing the Keep's pigeons. Players may control the crows or contact a moderator to play them for you.
Deer: These live in the forest. They're smaller than regular deer, just under 2 feet (61 centimeters) at the shoulder. Another peculiar detail is that while none of them have antlers, all of them have fangs. They're about 2 inches (5 centimeters) long, so if you can get close enough, they're easy to spot. That's the other thing about these deer: they aren't as skittish as normal ones. They let people get well within sight before springing off into the wood. However, while they might look like easy targets, they're much harder to catch. They are, in fact, vampiric. Should a mob happen upon a wayward travelling, then they will not hesitate to drink their fill. Players are free to control the deer or contact a moderator to play them for you.
Ear Worms: Worms that can be found in the vegetable garden. When inserted into the ear, they translate any language for the user. However they do have the unfortunate habit of filling silence with the latest symphony metal hit. Players may control the worms.
Fish: The lake is excellent for fishing. Most of the fish are completely mundane cod, carp or perch. But they still taste good! Players may control the fish.
Frogs: Found late at night around the thermal pools, they are a deep green and have an equally deep croak. They are exceedingly friendly and will try their hardest to crawl into open mouths. If swallowed, they cause a nasty rattling cough that will not go away. Players are free to control the frogs or contact a moderator to play them for you.
Goliath: In the forest lives the Goliath. He stands fifteen feet tall and is constructed entirely of stone. An imposing figure, to be sure, but he seems only interested in the letters on carrier pigeons. Contact a moderator if you wish to encounter the Goliath.
Green fish: Found in the lake, they have distinctive green markings about the gills. Players may catch green fish at their leisure, but contact a moderator if you do.
Hawks: Found in the mews, they are free to be used for falconry. However if their handler is untrained, they will behave badly, biting at the hand that holds them. Players may control the hawks.
Monoctopus: A friendly octopus who lives in the lake and enjoys tea! He is always looking for guests to share with. Unfortunately, he has a tendency to drag them underwater with his giant tentacles and drown them. But at least there's tea! Contact a moderator if you wish to encounter the Monoctopus.
Magma Crocodile: She lives in the sunken passage beneath Marigold's Tower. Hostile to any intruders and protective of her babies. Her skin is stone, but true to her name, she's filled with magma and not afraid of boiling her meals alive. She is what heats the Thermal Pools. Contact a moderator if you wish to encounter the Magma Crocodile.
nopattythepider: A spider the size of a small dog that lives within the Keep. Characters may hear him crawling along the walls or ceiling at random intervals but catching sight of him is rare. Contact a moderator if you wish to encounter Patty.
Pigs: These behave just like regular pigs! They live in a sty by the chicken coup. Mmmmm, delicious animate bacon! Players may control the pigs.
The Porcupine: It's not hard to tell this porcupine apart. It is the only porcupine in the Keep. It also changes colour from day to day and is the Keep's source of those marvelous self-inking quills. If your character needs a replacement quill and will not settle for mundane feathers, then they will need to catch the porcupine. She can usually be found at night somewhere in the outer bailey, but is quite shy and will flee if approached. Good luck! Contact a moderator if you wish to encounter the porcupine.
Puppies: Twelve or so six-month-old golden retriever pups live in the kennels. Though fiercely protected by the kennel-mistress, they are boisterous, waddling little balls of fluff, always licking at any available skin. Unfortunately, and despite their spotless coats, they seem to have a nasty flea problem; they constantly scratch at their collars. Players are free to control the puppies or contact a moderator to play them for you.
Sheep: A small flock wanders the outer bailey. There might be anywhere between six and twelve of them, but as they have a tendency to stumble into ditches or wander places they shouldn't, nobody is exactly sure how many there are. They're a little skittish for sheep and will scatter at any sound remotely resembling a dog's bark. Players may control the sheep.
Topiary Spawn: Small shrubs that live throughout the forest. Like tropical parasites, they will latch onto the ankles of a wayward traveler, driving thorns and roots into their veins. Notoriously difficult to extract, the plants may in fact re-grow even after the wound has healed over. If not treated properly, they will quickly grow up the body, attempting to turn the victim into a living topiary.
After a week or two, the wound site will be infected and have raised, blister-like swelling with a hardened, yellow cap forming on its top. At any time before four weeks, the wound may be lanced and the plant removed, usually without lasting damage to the limb. At the four-to-six week mark, the plant will have taken root and will sprout. Infection spreads quickly throughout the limb. The only cure at this stage is to dig the plant out, maiming the injured person, or amputation. Between six and eight weeks, the infection spreads throughout the body, causing septic shock and death. Players are free to control the topiary spawn or contact a moderator to play them for you.
∝ Inventory
This is by no means an exhaustive list. Rather, it's a list of items of greatest interest. If you feel an item should be listed here, let a mod know.
Weaponry: A variety of weapons can be found in the armoury, from broadswords to longswords, bows, daggers, war-hammers, battle-axes, flails, maces, morningstars, lances, pikes and spears. All of these weapons have been limited so that none will strike a one-hit lethal blow, but they are all still very dangerous, particularly in the right hands. As such, the Master at Arms keeps a careful watch to make sure that anything borrowed is returned before too long. Break, alter or try to smuggle away weaponry and he will likely come looking for you.
Armour: The armoury is also stocked with a small variety of armour - both scale and plate - made of boiled leather. Take anything in your size, but be certain to make sure it is fitted right.
Shields: A small cache of metal bucklers as well as a few somewhat-larger wooden shields can be found in the armoury.
Gaming Consoles: A playstation, an Xbox, an old and dusty sega genesis, and various hand-helds spanning two decades of development can all be found stowed in chests and boxes on the fourth floor of the library. There are a variety of generic no-name games to go with each, one lone television, but outlets a-plenty. What could a medieval castle possibly want with such a trove?